/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006 - 2013 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/* ScriptData
 SDName: boss_kri, boss_yauj, boss_vem : The Bug Trio
 SD%Complete: 100
 SDComment:
 SDCategory: Temple of Ahn'Qiraj
 EndScriptData */

#include "ScriptPCH.h"
#include "temple_of_ahnqiraj.h"

#define SPELL_CLEAVE        26350
#define SPELL_TOXIC_VOLLEY  25812
#define SPELL_POISON_CLOUD  38718                           //Only Spell with right dmg.
#define SPELL_ENRAGE        34624                           //Changed cause 25790 is casted on gamers too. Same prob with old explosion of twin emperors.
#define SPELL_CHARGE        26561
#define SPELL_KNOCKBACK     26027

#define SPELL_HEAL      25807
#define SPELL_FEAR      19408

class boss_kri: public CreatureScript {
public:
    boss_kri() :
            CreatureScript("boss_kri") {
    }

    CreatureAI* GetAI(Creature* pCreature) const {
        return new boss_kriAI(pCreature);
    }

    struct boss_kriAI: public ScriptedAI {
        boss_kriAI(Creature *c) :
                ScriptedAI(c) {
            pInstance = c->GetInstanceScript();
        }

        InstanceScript *pInstance;

        uint32 Cleave_Timer;
        uint32 ToxicVolley_Timer;
        uint32 Check_Timer;

        bool VemDead;
        bool Death;

        void Reset() {
            Cleave_Timer = 4000 + rand() % 4000;
            ToxicVolley_Timer = 6000 + rand() % 6000;
            Check_Timer = 2000;

            VemDead = false;
            Death = false;
        }

        void EnterCombat(Unit * /*who*/) {
        }

        void JustDied(Unit* /*killer*/) {
            if (pInstance) {
                if (pInstance->GetData(DATA_BUG_TRIO_DEATH) < 2)
                    // Unlootable if death
                    me->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);

                pInstance->SetData(DATA_BUG_TRIO_DEATH, 1);
            }
        }
        void UpdateAI(const uint32 diff) {
            //Return since we have no target
            if (!UpdateVictim())
                return;

            //Cleave_Timer
            if (Cleave_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_CLEAVE);
                Cleave_Timer = 5000 + rand() % 7000;
            } else
                Cleave_Timer -= diff;

            //ToxicVolley_Timer
            if (ToxicVolley_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_TOXIC_VOLLEY);
                ToxicVolley_Timer = 10000 + rand() % 5000;
            } else
                ToxicVolley_Timer -= diff;

            if (!HealthAbovePct(5) && !Death) {
                DoCast(me->getVictim(), SPELL_POISON_CLOUD);
                Death = true;
            }

            if (!VemDead) {
                //Checking if Vem is dead. If yes we will enrage.
                if (Check_Timer <= diff) {
                    if (pInstance && pInstance->GetData(DATA_VEMISDEAD)) {
                        DoCast(me, SPELL_ENRAGE);
                        VemDead = true;
                    }
                    Check_Timer = 2000;
                } else
                    Check_Timer -= diff;
            }

            DoMeleeAttackIfReady();
        }
    };
};

class boss_vem: public CreatureScript {
public:
    boss_vem() :
            CreatureScript("boss_vem") {
    }

    CreatureAI* GetAI(Creature* pCreature) const {
        return new boss_vemAI(pCreature);
    }

    struct boss_vemAI: public ScriptedAI {
        boss_vemAI(Creature *c) :
                ScriptedAI(c) {
            pInstance = c->GetInstanceScript();
        }

        InstanceScript *pInstance;

        uint32 Charge_Timer;
        uint32 KnockBack_Timer;
        uint32 Enrage_Timer;

        bool Enraged;

        void Reset() {
            Charge_Timer = 15000 + rand() % 12000;
            KnockBack_Timer = 8000 + rand() % 12000;
            Enrage_Timer = 120000;

            Enraged = false;
        }

        void JustDied(Unit* /*Killer*/) {
            if (pInstance) {
                pInstance->SetData(DATA_VEM_DEATH, 0);
                if (pInstance->GetData(DATA_BUG_TRIO_DEATH) < 2)
                    // Unlootable if death
                    me->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
                pInstance->SetData(DATA_BUG_TRIO_DEATH, 1);
            }
        }

        void EnterCombat(Unit * /*who*/) {
        }

        void UpdateAI(const uint32 diff) {
            //Return since we have no target
            if (!UpdateVictim())
                return;

            //Charge_Timer
            if (Charge_Timer <= diff) {
                Unit *pTarget = NULL;
                pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
                if (pTarget) {
                    DoCast(pTarget, SPELL_CHARGE);
                    //me->SendMonsterMove(pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, true, 1);
                    AttackStart(pTarget);
                }

                Charge_Timer = 8000 + rand() % 8000;
            } else
                Charge_Timer -= diff;

            //KnockBack_Timer
            if (KnockBack_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_KNOCKBACK);
                if (DoGetThreat(me->getVictim()))
                    DoModifyThreatPercent(me->getVictim(), -80);
                KnockBack_Timer = 15000 + rand() % 10000;
            } else
                KnockBack_Timer -= diff;

            //Enrage_Timer
            if (!Enraged && Enrage_Timer <= diff) {
                DoCast(me, SPELL_ENRAGE);
                Enraged = true;
            } else
                Charge_Timer -= diff;

            DoMeleeAttackIfReady();
        }
    };
};

class boss_yauj: public CreatureScript {
public:
    boss_yauj() :
            CreatureScript("boss_yauj") {
    }

    CreatureAI* GetAI(Creature* pCreature) const {
        return new boss_yaujAI(pCreature);
    }

    struct boss_yaujAI: public ScriptedAI {
        boss_yaujAI(Creature *c) :
                ScriptedAI(c) {
            pInstance = c->GetInstanceScript();
        }

        InstanceScript *pInstance;

        uint32 Heal_Timer;
        uint32 Fear_Timer;
        uint32 Check_Timer;

        bool VemDead;

        void Reset() {
            Heal_Timer = 25000 + rand() % 15000;
            Fear_Timer = 12000 + rand() % 12000;
            Check_Timer = 2000;

            VemDead = false;
        }

        void JustDied(Unit* /*Killer*/) {
            if (pInstance) {
                if (pInstance->GetData(DATA_BUG_TRIO_DEATH) < 2)
                    // Unlootable if death
                    me->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
                pInstance->SetData(DATA_BUG_TRIO_DEATH, 1);
            }

            for (uint8 i = 0; i < 10; ++i) {
                Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
                Creature* Summoned = me->SummonCreature(15621,
                        me->GetPositionX(), me->GetPositionY(),
                        me->GetPositionZ(), 0,
                        TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 90000);
                if (Summoned && pTarget)
                    Summoned->AI()->AttackStart(pTarget);
            }
        }

        void EnterCombat(Unit * /*who*/) {
        }

        void UpdateAI(const uint32 diff) {
            //Return since we have no target
            if (!UpdateVictim())
                return;

            //Fear_Timer
            if (Fear_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_FEAR);
                DoResetThreat();
                Fear_Timer = 20000;
            } else
                Fear_Timer -= diff;

            //Casting Heal to other twins or herself.
            if (Heal_Timer <= diff) {
                if (pInstance) {
                    Unit *pKri = Unit::GetUnit((*me),
                            pInstance->GetData64(DATA_KRI));
                    Unit *pVem = Unit::GetUnit((*me),
                            pInstance->GetData64(DATA_VEM));

                    switch (urand(0, 2)) {
                    case 0:
                        if (pKri)
                            DoCast(pKri, SPELL_HEAL);
                        break;
                    case 1:
                        if (pVem)
                            DoCast(pVem, SPELL_HEAL);
                        break;
                    case 2:
                        DoCast(me, SPELL_HEAL);
                        break;
                    }
                }

                Heal_Timer = 15000 + rand() % 15000;
            } else
                Heal_Timer -= diff;

            //Checking if Vem is dead. If yes we will enrage.
            if (Check_Timer <= diff) {
                if (!VemDead) {
                    if (pInstance) {
                        if (pInstance->GetData(DATA_VEMISDEAD)) {
                            DoCast(me, SPELL_ENRAGE);
                            VemDead = true;
                        }
                    }
                }
                Check_Timer = 2000;
            } else
                Check_Timer -= diff;

            DoMeleeAttackIfReady();
        }
    };
};

void AddSC_bug_trio() {
    new boss_kri();
    new boss_vem();
    new boss_yauj();
}
